//In this file: C4 /obj/item/weapon/c4 name = "C-4" desc = "Used to put holes in specific areas without too much extra hole." gender = PLURAL icon = 'icons/obj/grenade.dmi' icon_state = "plastic-explosive0" item_state = "plasticx" flags = NOBLUDGEON w_class = 2 origin_tech = "syndicate=1" var/timer = 10 var/open_panel = 0 parent_type = /obj/item/weapon/grenade/plastic/c4 /obj/item/weapon/c4/New() wires = new /datum/wires/explosive/c4(src) image_overlay = image('icons/obj/grenade.dmi', "plastic-explosive2") ..() /obj/item/weapon/c4/Destroy() qdel(wires) wires = null target = null return ..() /obj/item/weapon/c4/suicide_act(mob/user) user.visible_message("[user] activates the [src.name] and holds it above \his head! It looks like \he's going out with a bang!") var/message_say = "FOR NO RAISIN!" if(user.mind) if(user.mind.special_role) var/role = lowertext(user.mind.special_role) if(role == "traitor" || role == "syndicate") message_say = "FOR THE SYNDICATE!" else if(role == "changeling") message_say = "FOR THE HIVE!" else if(role == "cultist") message_say = "FOR NAR-SIE!" else if(role == "revolutionary" || role == "head revolutionary") message_say = "VIVA LA REVOLUTION!" else if(user.mind.gang_datum) message_say = "[uppertext(user.mind.gang_datum.name)] RULES!" user.say(message_say) target = user message_admins("[key_name_admin(user)](?) (FLW) suicided with [src.name] at ([x],[y],[z] - JMP)",0,1) message_admins("[key_name(user)] suicided with [src.name] at ([x],[y],[z])") sleep(10) explode(get_turf(user)) user.gib(1, 1) /obj/item/weapon/c4/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/screwdriver)) open_panel = !open_panel user << "You [open_panel ? "open" : "close"] the wire panel." else if(is_wire_tool(I)) wires.interact(user) else return ..() /obj/item/weapon/c4/attack_self(mob/user) var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num if(user.get_active_hand() == src) newtime = Clamp(newtime, 10, 60000) timer = newtime user << "Timer set for [timer] seconds." /obj/item/weapon/c4/afterattack(atom/movable/AM, mob/user, flag) if (!flag) return if (ismob(AM)) return if(loc == AM) return if((istype(AM, /obj/item/weapon/storage/)) && !((istype(AM, /obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))) //If its storage but not secure storage OR a lockbox, then place it inside. return if((istype(AM,/obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox))) var/obj/item/weapon/storage/secure/S = AM if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4! return user << "You start planting the bomb..." if(do_after(user, 50, target = AM)) if(!user.unEquip(src)) return src.target = AM loc = null message_admins("[key_name_admin(user)](?) (FLW) planted [src.name] on [target.name] at ([target.x],[target.y],[target.z] - JMP) with [timer] second fuse",0,1) log_game("[key_name(user)] planted [src.name] on [target.name] at ([target.x],[target.y],[target.z]) with [timer] second fuse") target.add_overlay(image_overlay, 1) user << "You plant the bomb. Timer counting down from [timer]." addtimer(src, "explode", timer * 10) /obj/item/weapon/c4/proc/explode() if(qdeleted(src)) return var/turf/location if(target) if(!qdeleted(target)) location = get_turf(target) target.overlays -= image_overlay target.priority_overlays -= image_overlay else location = get_turf(src) if(location) location.ex_act(2, target) explosion(location,0,0,3) qdel(src) /obj/item/weapon/c4/attack(mob/M, mob/user, def_zone) return